/Engine/Plugins/Editor/EditorScriptingUtilities/Source/EditorScriptingUtilities/Public/EditorAssetLibrary.h
Load a Blueprint asset from the Content Browser and return its generated class. It will verify if the object is already loaded and only load it if it's necessary.
Found or loaded class.
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Asset") static [UClass](API\Runtime\CoreUObject\UObject\UClass) * LoadBlueprintClass ( const [FString](API\Runtime\Core\Containers\FString) & AssetPath )